Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Girlinhat

Pages: 1 ... 1113 1114 [1115] 1116 1117 ... 1133
16711
DF Dwarf Mode Discussion / Re: things to do to increase FPS
« on: January 28, 2011, 09:42:57 am »
Keep in mind the local terrain and such.  If you're going to do an empirical test, you need empirical data.  This means weather and temperature off, as these can be unaccounted for variables, and consistent embarks.  I'd suggest a world designed to be 100% flat, with no volcanism and below freezing, and no caverns/HFS/etc.  Then, you can make various sized embarks on various sized worlds and compare data.  It may be required to add biomes to entities, so that they'll settle on glaciers, to run the test about civ counts, but this shouldn't actually interfere with any FPS counts.

16712
Eh, you've only been playing a year.  Scrap it.

16713
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 28, 2011, 09:34:42 am »
Then again, I'm dabbling with a side mod that lets mermaids siege me, and I can capture them and milk them like common cattle.  So, you know, whatever!

This dude is milking mermaids? Where does the milk come out?

"She" you'll notice the GIRLinhat there...

I just added [MILKABLE] and I heard that you can't milk intelligent creatures, so I snipped out [CAN_LEARN] and [CAN_SPEAK] for good measure.  I haven't tested this yet.

16714
DF Dwarf Mode Discussion / Re: How to get back into Dwarf Fortress?
« on: January 28, 2011, 09:27:33 am »
Most players seem to have their own map cookbooks prepared, so tackling the Advanced World Parameters is always a safe thing to do.  I've got a plan that gens flat worlds with medium rivers and lots of forests, perfect for my fuel-heavy industry and my anal-retentive desire to play on flat maps. 

16715
On a semi-related note, has anyone done arena testing to compare the craftsdwarfship of armor/weapons?  Will a default shield protect as well as a masterwork shield?  If no, someone (or myself) can start running tests of same-type soldiers with different levels of value to their equipment.

16716
DF Dwarf Mode Discussion / Re: How To Make A Forgotten Beast Petting Zoo?
« on: January 28, 2011, 09:21:34 am »
Cave-ins have historically had the effect of causing stun on [NOSTUN] targets, which has previously allowed for FB, Titan, and HFS zoos.  The current status of cave-in stun appears to be up for debate.

16717
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 28, 2011, 09:20:38 am »
I do not, but I'll double check my Z-Stone when I get back to it.  Working on my vanilla fort atm (except modding ethics).

16718
DF Dwarf Mode Discussion / Re: Spontaneous fire?
« on: January 28, 2011, 09:10:58 am »
Why are you complaining?  I want spontaneous fire!  Apparently my dwarves have mastered magma forges but not flint and steel firestarters.

16719
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 28, 2011, 12:35:51 am »
Either way, project Twin Towers has commenced - the foundations are laid.

I have no idea what you mean, but I'm pretty sure you're going to hell for it.

Then again, I'm dabbling with a side mod that lets mermaids siege me, and I can capture them and milk them like common cattle.  So, you know, whatever!

16720
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 28, 2011, 12:24:53 am »
Ok, got them working at last, but I cannot actually do anything with them :(  I can't build workshops or floors or anything, even though they appear to be identical to other stones on the list.  Thoughts?

16721
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 28, 2011, 12:06:49 am »
ok, cannot get my custom reactions and/or my custom stone to work, so I think I'm just gonna speed:0 some dorfs, and mine out some stuff to trade for conveniently colored stones.

16722
If you've got both, you might as well make steel, is my opinion.  It produces 2 steel bars per 2 ores melted, just costs on flux and fuel, and flux occurs in whole layers, and fuel grows out of dirt!

16723
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 27, 2011, 11:48:17 pm »
No luck on MASONRY, will try merging files.

16724
DF Dwarf Mode Discussion / Re: how to combat idle dwarves?
« on: January 27, 2011, 11:41:52 pm »
Congrats, you're a barony now, a section of land run by a baron/baroness under the indirect overview of the king.  Be prepared to get spammed with useless demands from your new noble, and be forced to make an opulent room for them as well!

16725
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 27, 2011, 11:39:17 pm »
No, you can't have any structure or another bridge under a drawbridge.  For that matter, you cannot designate channeling or anything under a raised bridge.

I'm having issue modding in these reactions I want.  I want a cheater's workshop that adds free stone (this custom color stone I've made) but it doesn't want to actually add them.  I've got the reactions, stone type, and workshop made, and my entity has all of them permitted, but the unique workshop doesn't have the option for my custom reactions.  For anyone who may know modding, here's the reaction
Spoiler (click to show/hide)
and the stone itself
Spoiler (click to show/hide)
which was placed in its own folder for sanity's sake, as well as the reactions getting their own separate .txt file.  Should they be included in an existing file instead?

Pages: 1 ... 1113 1114 [1115] 1116 1117 ... 1133